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- π ALL NEW SYNC GRID VER.2.4.0 π
- ==================================
- π€ PHOEBE & DUSCLOP/DUSKNOIR
- π Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue π΅
- π Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- π Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- π Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- π Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- π Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- π Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Punch: Power 4
- Shadow Punch: Power β 4
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
- Shadow Punch: Move Gauge Refresh 3
- Move: Shadow Punch Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Punch: Power 4
- Shadow Punch: Power β 4
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Punch: Power 4
- Shadow Punch: Power β 4
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Shadow Punch: Move Gauge Refresh 3
- Move: Shadow Punch Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
- HP 30
- HP 30
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Punch: Power 4
- Shadow Punch: Power β 4
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Shadow Punch: Critical Fortification 6
- Move: Shadow Punch Has a great chance of raising the userβs Defense when the user lands a critical hit.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
- Dire Hit All +: MP Refresh 2
- Move: Dire Hit All + Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 8 Energy, 96 Sync Orb(s)
- Unbreakable Bonds!: Inspire Ire
- Move: Unbreakable Bonds! Makes opponents target the user for a short time when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- Double-Edge: Power 3
- Double-Edge: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 10 Energy, 120 Sync Orb(s)
- Team Toughen Up 4
- Has a good chance of raising the Defense of all allied sync pairs when the user is hit by an attack move.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- On the Ropes 3
- Reduces damage when the PokΓ©mon is in a pinch and is hit by a physical attack move.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
- Double-Edge: Power 3
- Double-Edge: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
- Double-Edge: Move Gauge Refresh 3
- Move: Double-Edge Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
- Double-Edge: Power 3
- Double-Edge: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 33 | Cost: 4 Energy, 48 Sync Orb(s)
- Double-Edge: Power 3
- Double-Edge: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 34 | Cost: 5 Energy, 60 Sync Orb(s)
- Standfast 3
- Reduces recoil damage received from using moves that have recoil in the effect tag.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Power Reserves 3
- Powers up moves in a pinch.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 20
- Speed 20
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 37 | Cost: 5 Energy, 60 Sync Orb(s)
- Standfast 3
- Reduces recoil damage received from using moves that have recoil in the effect tag.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Punch: Power 4
- Shadow Punch: Power β 4
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
- Unbreakable Bonds!: MP Refresh 2
- Move: Unbreakable Bonds! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
- Natural Remedy
- Once per battle, removes all status conditions from the user when the user is inflicted by any status condition.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 3 Energy, 36 Sync Orb(s)
- Shadow Punch: Power 4
- Shadow Punch: Power β 4
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
- Sp. Def 20
- Sp. Def 20
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 8 Energy, 96 Sync Orb(s)
- Sync Emergency 5
- Powers up sync moves in a pinch.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Lonely Flower Shadow Punch: Power 25
- Lonely Flower Shadow Punch: Power β 25
- Color Grid: Purple π£
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Lonely Flower Shadow Punch: Power 25
- Lonely Flower Shadow Punch: Power β 25
- Color Grid: Purple π£
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ==================================
- π€ N & ZEKROM
- π Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue π΅
- π Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- π Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- π Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- π Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- π Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- π Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
- Bolt Strike: Power 1
- Bolt Strike: Power β 1
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Bolt Strike: Power 1
- Bolt Strike: Power β 1
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Bolt Strike: Accuracy 5
- Bolt Strike: Accuracy β 5
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Bolt Strike: Move Gauge Refresh 2
- Move: Bolt Strike Has a moderate chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
- Bolt Strike: Hostile Environment 1
- Move: Bolt Strike Raises the chance of inflicting status conditions with the additional effects of moves.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 16 | Cost: 5 Energy, 60 Sync Orb(s)
- Bolt Strike: Power 2
- Bolt Strike: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 17 | Cost: 7 Energy, 84 Sync Orb(s)
- Bolt Strike: Move Gauge Refresh 3
- Move: Bolt Strike Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
- Outrage: Power 2
- Outrage: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
- Outrage: Move Gauge Refresh 3
- Move: Outrage Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- Outrage: Power 2
- Outrage: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
- Outrage: Power 2
- Outrage: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 4 Energy, 48 Sync Orb(s)
- Outrage: Power 2
- Outrage: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 26 | Cost: 8 Energy, 96 Sync Orb(s)
- Outrage: Paralysis Synergy 3
- Move: Outrage Powers up moves when the target is paralyzed.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 27 | Cost: 8 Energy, 96 Sync Orb(s)
- Clearheaded
- Prevents the PokΓ©mon from becoming confused.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 28 | Cost: 7 Energy, 84 Sync Orb(s)
- HP 30
- HP 30
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
- Lithe
- Prevents the PokΓ©mon from getting paralyzed.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
- Ideals Will Prevail!: MP Refresh 2
- Move: Ideals Will Prevail! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 34 | Cost: 5 Energy, 60 Sync Orb(s)
- Bridging Bolt Strike: Power 25
- Bridging Bolt Strike: Power β 25
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 4 Energy, 48 Sync Orb(s)
- Outrage: Power 2
- Outrage: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- Adrenaline 1
- Reduces the sync move countdown by one when a sync move is used for the first time.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 37 | Cost: 5 Energy, 60 Sync Orb(s)
- Bridging Bolt Strike: Power 25
- Bridging Bolt Strike: Power β 25
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- X Attack: MP Refresh 2
- Move: X Attack Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
- Outrage: Confusion Boon 3
- Move: Outrage Powers up moves when the user is confused.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 5 Energy, 60 Sync Orb(s)
- Bridging Bolt Strike: Power 25
- Bridging Bolt Strike: Power β 25
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
- Bolt Strike: Power 1
- Bolt Strike: Power β 1
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 8 Energy, 96 Sync Orb(s)
- Static Shock 3
- Powers up sync moves when the target is paralyzed.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 5 Energy, 60 Sync Orb(s)
- Bridging Bolt Strike: Power 25
- Bridging Bolt Strike: Power β 25
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Bridging Bolt Strike: Power 25
- Bridging Bolt Strike: Power β 25
- Color Grid: Purple π£
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Bridging Bolt Strike: Power 25
- Bridging Bolt Strike: Power β 25
- Color Grid: Purple π£
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ==================================
- π€ LANCE (NEW YEAR'S 2021) & GYARADOS
- π Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue π΅
- π Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- π Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- π Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue π΅
- π Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- π Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- π Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 4 Energy, 48 Sync Orb(s)
- Hyper Beam: Accuracy 5
- Hyper Beam: Accuracy β 5
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Hyper Beam: Power 3
- Hyper Beam: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Hyper Beam: Accuracy 5
- Hyper Beam: Accuracy β 5
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 14 | Cost: 7 Energy, 84 Sync Orb(s)
- Hyper Beam: Move Gauge Refresh 2
- Move: Hyper Beam Has a moderate chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
- Shower Power 5
- Powers up sync moves when the weather is rainy.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 16 | Cost: 4 Energy, 48 Sync Orb(s)
- Hyper Beam: Power 3
- Hyper Beam: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 17 | Cost: 7 Energy, 84 Sync Orb(s)
- Hyper Beam: Move Gauge Refresh 3
- Move: Hyper Beam Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 4 Energy, 48 Sync Orb(s)
- Bounce: Power 3
- Bounce: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 7 Energy, 84 Sync Orb(s)
- Bounce: MP Refresh 1
- Move: Bounce Has a small chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 4 Energy, 48 Sync Orb(s)
- Bounce: Accuracy 5
- Bounce: Accuracy β 5
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
- Bounce: Accuracy 5
- Bounce: Accuracy β 5
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 4 Energy, 48 Sync Orb(s)
- Bounce: Power 3
- Bounce: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 26 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 27 | Cost: 10 Energy, 120 Sync Orb(s)
- Bounce: Dire Rain 2
- Move: Bounce Critical hits land more easily when an attack move is used while the weather is rainy.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 28 | Cost: 10 Energy, 120 Sync Orb(s)
- Sync Quickening 1
- Refreshes the number of times the user can use its quick moves by one after using a sync move.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
- Bounce: Power 3
- Bounce: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 8 Energy, 96 Sync Orb(s)
- Torrential Tenacity
- Prevents the PokΓ©mon from flinching, becoming confused, or becoming trapped when the weather is rainy.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 33 | Cost: 8 Energy, 96 Sync Orb(s)
- Racing Rain 3
- Quickly charges the move gauge when the weather is rainy.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 34 | Cost: 7 Energy, 84 Sync Orb(s)
- Bounce: MP Refresh 1
- Move: Bounce Has a small chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 4 Energy, 48 Sync Orb(s)
- Bounce: Power 3
- Bounce: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- Pressure Cooker 9
- Once per battle, reduces the userβs sync move countdown by one when in a pinch.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 37 | Cost: 10 Energy, 120 Sync Orb(s)
- Raging Rain 2
- Powers up moves when the weather is rainy.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 7 Energy, 84 Sync Orb(s)
- Superior Might!: MP Refresh 2
- Move: Superior Might! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 4 Energy, 48 Sync Orb(s)
- Hyper Beam: Power 3
- Hyper Beam: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 8 Energy, 96 Sync Orb(s)
- Hyper Beam: Paralysis Synergy 1
- Move: Hyper Beam Powers up moves when the target is paralyzed.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 10 Energy, 120 Sync Orb(s)
- Terrify 1
- Lowers the Attack of all opposing sync pairs when the PokΓ©mon enters a battle.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
- Bounce: Hostile Environment 1
- Move: Bounce Raises the chance of inflicting status conditions with the additional effects of moves.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Refreshing Rain 1
- Restores the PokΓ©monβs HP whenever it takes an action when the weather is rainy.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Carry On 1
- Raises the userβs Attack each time another PokΓ©mon on the field of play faints.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Rising Dragon Flying Impact: Power 25
- Rising Dragon Flying Impact: Power β 25
- Color Grid: Purple π£
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Rising Dragon Flying Impact: Power 25
- Rising Dragon Flying Impact: Power β 25
- Color Grid: Purple π£
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ==================================
- π€ LILLIE (NEW YEAR'S 2021) & RIBOMBEE
- π Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue π΅
- π Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- π Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- π Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- π Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- π Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- π Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 3 Energy, 36 Sync Orb(s)
- Leech Life: Power 2
- Leech Life: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 8 Energy, 96 Sync Orb(s)
- Leech Life: Move Gauge Refresh 3
- Move: Leech Life Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 3 Energy, 36 Sync Orb(s)
- Leech Life: Power 2
- Leech Life: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 3 Energy, 36 Sync Orb(s)
- Leech Life: Power 2
- Leech Life: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 8 Energy, 96 Sync Orb(s)
- Leech Life: Move Gauge Refresh 3
- Move: Leech Life Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 17 | Cost: 8 Energy, 96 Sync Orb(s)
- Leech Life: Master Healer 1
- Move: Leech Life Increases the amount of HP restored by the userβs healing moves.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
- Wide Awake
- Prevents the PokΓ©mon from falling asleep.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
- Move Gauge Boost: MP Refresh 2
- Move: Move Gauge Boost Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 22 | Cost: 4 Energy, 48 Sync Orb(s)
- Defense 10
- Defense 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 23 | Cost: 5 Energy, 60 Sync Orb(s)
- Fast Runner
- Evasiveness cannot be lowered.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 12 Energy, 144 Sync Orb(s)
- Interference Immunity
- Prevents the PokΓ©mon from flinching, becoming confused, or becoming trapped.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 7 Energy, 84 Sync Orb(s)
- HP 30
- HP 30
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 3 Energy, 36 Sync Orb(s)
- Leech Life: Power 2
- Leech Life: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 7 Energy, 84 Sync Orb(s)
- Alola Lang Syne!: MP Refresh 2
- Move: Alola Lang Syne! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 33 | Cost: 3 Energy, 36 Sync Orb(s)
- Leech Life: Power 2
- Leech Life: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 34 | Cost: 3 Energy, 36 Sync Orb(s)
- Leech Life: Power 2
- Leech Life: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Ridicure 1
- Has a small chance of restoring the userβs HP when an opponentβs attack move targeting the user misses.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 10 Energy, 120 Sync Orb(s)
- Slippery Slope 9
- Raises the userβs evasiveness when an opponentβs attack move targeting the user misses.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 37 | Cost: 7 Energy, 84 Sync Orb(s)
- Attack 20
- Attack 20
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 7 Energy, 84 Sync Orb(s)
- Dire Hit All +: MP Refresh 2
- Move: Dire Hit All + Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 8 Energy, 96 Sync Orb(s)
- Toughen Up 3
- Has a moderately good chance of raising the userβs Defense when the user is hit by an attack move.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 7 Energy, 84 Sync Orb(s)
- Speed 20
- Speed 20
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Fail Forward 1
- Charges the userβs move gauge by one when an opponentβs attack move targeting the user misses.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Endurance
- If the PokΓ©mon enters battle with full HP, allows it to endure the next hit it takes that would reduce it to 0 HP.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Bee-autiful Bug Impact: Power 25
- Bee-autiful Bug Impact: Power β 25
- Color Grid: Purple π£
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Bee-autiful Bug Impact: Power 25
- Bee-autiful Bug Impact: Power β 25
- Color Grid: Purple π£
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ==================================
- π€ MALLOW & TSAREENA
- π Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue π΅
- π Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- π Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- π Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- π Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- π Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- π Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
- Power Whip: Power 3
- Power Whip: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
- Power Whip: Move Gauge Refresh 3
- Move: Power Whip Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Power Whip: Power 3
- Power Whip: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Power Whip: Power 3
- Power Whip: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 5 Energy, 60 Sync Orb(s)
- Power Whip: Accuracy 5
- Power Whip: Accuracy β 5
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
- HP 30
- HP 30
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
- Solar Flare 5
- Powers up sync moves when the weather is sunny.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Critical Strike 1
- Powers up attacks if they become critical hits.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 4 Energy, 48 Sync Orb(s)
- Wide Awake
- Prevents the PokΓ©mon from falling asleep.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 7 Energy, 84 Sync Orb(s)
- Teeter Dance: Move Gauge Refresh 3
- Move: Teeter Dance Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Trop Kick: Power 4
- Trop Kick: Power β 4
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Trop Kick: Power 4
- Trop Kick: Power β 4
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 24 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- Teeter Dance: Move Gauge Refresh 3
- Move: Teeter Dance Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- Stop Hitting Yourself 5
- Raises the chance that an opponent will attack themselves due to being confused.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
- Mallow Special!: MP Refresh 2
- Move: Mallow Special! Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 5 Energy, 60 Sync Orb(s)
- Power Whip: Accuracy 5
- Power Whip: Accuracy β 5
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 8 Energy, 96 Sync Orb(s)
- Speeding Sun 3
- Quickly charges the move gauge when the weather is sunny.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 32 | Cost: 4 Energy, 48 Sync Orb(s)
- Power Whip: Power 3
- Power Whip: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 33 | Cost: 7 Energy, 84 Sync Orb(s)
- Speed 20
- Speed 20
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
- HP 20
- HP 20
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Charging Sun 3
- Powers up moves when the weather is sunny.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Attack 5
- Attack 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
- Trop Kick: Power 4
- Trop Kick: Power β 4
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- Trop Kick: Move Gauge Refresh 3
- Move: Trop Kick Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Trop Kick: Power 4
- Trop Kick: Power β 4
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 3 Energy, 36 Sync Orb(s)
- Trop Kick: Power 4
- Trop Kick: Power β 4
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
- Trop Kick: Power 4
- Trop Kick: Power β 4
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 8 Energy, 96 Sync Orb(s)
- Pecking Order
- The more the targetβs Attack is lowered, the more it powers up sync moves.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 10 Energy, 120 Sync Orb(s)
- Trop Kick: Power Posture
- Move: Trop Kick The more the targetβs Attack has been lowered, the more it powers up moves.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Trop Kick: Overwhelm 9
- Move: Trop Kick Lowers the targetβs Attack when an attack is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Bold-Flavored Bloom Doom: Power 25
- Bold-Flavored Bloom Doom: Power β 25
- Color Grid: Purple π£
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Bold-Flavored Bloom Doom: Power 25
- Bold-Flavored Bloom Doom: Power β 25
- Color Grid: Purple π£
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- ==================================
- π€ MAY & MUDKIP/MARSHTOMP/SWAMPERT/MEGA SWAMPERT
- π Cell 1 | Cost: 0 Energy, 5 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue π΅
- π Cell 2 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue π΅
- π Cell 3 | Cost: 0 Energy, 5 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- π Cell 4 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue π΅
- π Cell 5 | Cost: 0 Energy, 5 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- π Cell 6 | Cost: 0 Energy, 5 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- π Cell 7 | Cost: 2 Energy, 24 Sync Orb(s)
- Speed 5
- Speed 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 8 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 9 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 10 | Cost: 4 Energy, 48 Sync Orb(s)
- Muddy Water: Power 3
- Muddy Water: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 11 | Cost: 7 Energy, 84 Sync Orb(s)
- Muddy Water: Move Gauge Refresh 3
- Move: Muddy Water Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 12 | Cost: 4 Energy, 48 Sync Orb(s)
- Muddy Water: Power 3
- Muddy Water: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 13 | Cost: 4 Energy, 48 Sync Orb(s)
- Muddy Water: Power 3
- Muddy Water: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 14 | Cost: 4 Energy, 48 Sync Orb(s)
- Muddy Water: Accuracy 5
- Muddy Water: Accuracy β 5
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 15 | Cost: 7 Energy, 84 Sync Orb(s)
- Speed 20
- Speed 20
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 16 | Cost: 8 Energy, 96 Sync Orb(s)
- Dire Rain 1
- Critical hits land more easily when an attack move is used while the weather is rainy.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 17 | Cost: 10 Energy, 120 Sync Orb(s)
- Power Reserves 4
- Powers up moves in a pinch.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 18 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Atk 5
- Sp. Atk 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 19 | Cost: 3 Energy, 36 Sync Orb(s)
- Earth Power: Power 2
- Earth Power: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 20 | Cost: 7 Energy, 84 Sync Orb(s)
- Ready for This?: MP Refresh 2
- Move: Ready for This? Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 21 | Cost: 4 Energy, 48 Sync Orb(s)
- Speed 10
- Speed 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 22 | Cost: 3 Energy, 36 Sync Orb(s)
- Earth Power: Power 2
- Earth Power: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 23 | Cost: 3 Energy, 36 Sync Orb(s)
- Earth Power: Power 2
- Earth Power: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 24 | Cost: 8 Energy, 96 Sync Orb(s)
- Hide and Sync
- The more the targetβs accuracy has been lowered, the more it powers up sync moves.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 25 | Cost: 7 Energy, 84 Sync Orb(s)
- Defense 20
- Defense 20
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 26 | Cost: 10 Energy, 120 Sync Orb(s)
- On a Roll 1
- Raises the chance of lowering stat values with the additional effects of moves.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 27 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 28 | Cost: 4 Energy, 48 Sync Orb(s)
- Muddy Water: Power 3
- Muddy Water: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 29 | Cost: 7 Energy, 84 Sync Orb(s)
- Rain Dance: Move Gauge Refresh 4
- Move: Rain Dance Has a good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 30 | Cost: 4 Energy, 48 Sync Orb(s)
- Muddy Water: Accuracy 5
- Muddy Water: Accuracy β 5
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 31 | Cost: 4 Energy, 48 Sync Orb(s)
- Muddy Water: Power 3
- Muddy Water: Power β 3
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 32 | Cost: 7 Energy, 84 Sync Orb(s)
- Rain Dance: MP Refresh 2
- Move: Rain Dance Has a moderate chance of restoring one MP of the move used if the move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 33 | Cost: 10 Energy, 120 Sync Orb(s)
- Inclement Intellect 6
- Has a great chance of raising the userβs Sp. Atk when the weather is rainy and an attack is successful.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 34 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Def 10
- Sp. Def 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 35 | Cost: 10 Energy, 120 Sync Orb(s)
- Refreshing Rain 1
- Restores the PokΓ©monβs HP whenever it takes an action when the weather is rainy.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 36 | Cost: 2 Energy, 24 Sync Orb(s)
- HP 10
- HP 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 37 | Cost: 2 Energy, 24 Sync Orb(s)
- Defense 5
- Defense 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 38 | Cost: 2 Energy, 24 Sync Orb(s)
- Sp. Def 5
- Sp. Def 5
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- π Cell 39 | Cost: 3 Energy, 36 Sync Orb(s)
- Earth Power: Power 2
- Earth Power: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 40 | Cost: 7 Energy, 84 Sync Orb(s)
- Earth Power: Move Gauge Refresh 3
- Move: Earth Power Has a moderately good chance of charging the userβs move gauge by one when a move is successful.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- π Cell 41 | Cost: 3 Energy, 36 Sync Orb(s)
- Earth Power: Power 2
- Earth Power: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- π Cell 42 | Cost: 4 Energy, 48 Sync Orb(s)
- Sand Shelter
- Protects the PokΓ©mon from damage from a sandstorm.
- Color Grid: Yellow π‘
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 43 | Cost: 3 Energy, 36 Sync Orb(s)
- Earth Power: Power 2
- Earth Power: Power β 2
- Color Grid: Green π’
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 44 | Cost: 4 Energy, 48 Sync Orb(s)
- Sp. Atk 10
- Sp. Atk 10
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 2 or higher
- π Cell 45 | Cost: 7 Energy, 84 Sync Orb(s)
- HP 30
- HP 30
- Color Grid: Blue π΅
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 46 | Cost: 10 Energy, 120 Sync Orb(s)
- Earth Power: Surging Sand 5
- Move: Earth Power Powers up moves in a sandstorm.
- Color Grid: Red π΄
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 47 | Cost: 5 Energy, 60 Sync Orb(s)
- Best Buddy Muddy Water: Power 25
- Best Buddy Muddy Water: Power β 25
- Color Grid: Purple π£
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
- π Cell 48 | Cost: 5 Energy, 60 Sync Orb(s)
- Best Buddy Muddy Water: Power 25
- Best Buddy Muddy Water: Power β 25
- Color Grid: Purple π£
- 1 or more adjacent tiles must be activated
- Move level must be 3 or higher
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